Overview
This section describes the engine’s internals: the model each subsystem imposes on a game, how that subsystem behaves, and why it is shaped that way. It states the model and the guarantees; the exact surface is at APIs and the idioms are at Usage.
Each subsystem resolves one part of a browser game that is the same in every browser game, and the model it imposes is what makes a build’s behavior reproducible across runs and examinable from outside. Two properties run through every page. A game reaches the engine only through the scoped api handed to the function it is in, and everything the engine observes it broadcasts as an event a caller subscribes to.
| Page | Covers |
|---|---|
| Frame | The loop, simulated time, the clock behind delta time, and pacing. |
| Viewport | The fixed logical design size, the letterboxed fit, the measurement seam, and the per-frame resync. |
| Input | Named actions over bindings, magnitudes and edges, the pointer, and the touch layout catalogue. |
| Audio | Synthesized and file-backed cues, the first-interaction unlock, and the cue events. |
| Assets | The single asset root, path resolution, and the load events. |
| Diagnostics | Named sources, reading them back, and the overlay drawn in device space. |
| Debug Surface | The object initialize returns beside the state, whose poses and readings a build is driven and read through from code. |
| Recording | The wrapper over the drawing context, per-frame inherited state, and independently drawable frames. |